protected override void OnCreate() { RequireSingletonForUpdate <NetworkSnapshotAckComponent>(); RequireSingletonForUpdate <GhostPrefabCollectionComponent>(); _ghostCollectionSystem = World.GetOrCreateSystem <GhostCollectionSystem>(); _delayedSpawnQueue = new NativeQueue <DelayedSpawnGhost>(Allocator.Persistent); _ghostRecvSystem = World.GetOrCreateSystem <GhostReceiveSystem>(); _networkTimeSystem = World.GetOrCreateSystem <NetworkTimeSystem>(); }
protected override void OnCreate() { _ghostCollectionSystem = World.GetOrCreateSystem <GhostCollectionSystem>(); var ent = EntityManager.CreateEntity(); EntityManager.AddComponentData(ent, default(GhostSpawnQueueComponent)); EntityManager.AddBuffer <GhostSpawnBuffer>(ent); EntityManager.AddBuffer <SnapshotDataBuffer>(ent); RequireSingletonForUpdate <NetworkIdComponent>(); }
protected override void OnCreate() { var ent = EntityManager.CreateEntity(); EntityManager.AddComponentData(ent, default(PredictedGhostSpawnList)); EntityManager.AddBuffer <PredictedGhostSpawn>(ent); RequireSingletonForUpdate <PredictedGhostSpawnList>(); _ghostInitQuery = GetEntityQuery(ComponentType.ReadOnly <PredictedGhostSpawnRequestComponent>(), ComponentType.ReadWrite <GhostComponent>()); _ghostQuery = GetEntityQuery(ComponentType.ReadWrite <GhostComponent>(), ComponentType.ReadOnly <PredictedGhostSpawnPendingComponent>()); _barrier = World.GetOrCreateSystem <BeginSimulationEntityCommandBufferSystem>(); _networkTimeSystem = World.GetOrCreateSystem <NetworkTimeSystem>(); _ghostCollectionSystem = World.GetOrCreateSystem <GhostCollectionSystem>(); _ghostPredictionSystemGroup = World.GetOrCreateSystem <GhostPredictionSystemGroup>(); }